Black BoxGet the HUD

Action Economy

Action Point EconomyOn by defaultap_economy
Enforces and deducts each ability's Action Point cost, and refills Action Points to this game system's per-turn base at the start of each character's turn.
End Turn At 0 EnergyOn by defaultauto_end_turn_no_energy
With the Action Point economy on, a character's turn ends automatically when their Energy reaches 0.
PvE Valuespve_values
Fights where one side is all NPCs use the game system's PvE Energy per turn (Base AP PvE / PvE formula) and the PvE drone budget. Off = PvP values in every fight.

AoE

Area of Effectaoe
Abilities with an AoE Radius are aimed with a placer prim the HUD rezzes, wiggle off target, and hit everyone inside. Off = AoE fields are ignored and abilities target one character as before.
AoE: WiggleOn by defaultaoe_wiggle
Areas land off target by a random distance that the thrower's Explosives skill reduces. Off = they land exactly where placed.
AoE: EvadeOn by defaultaoe_evade
Characters caught in an area with an Evade AoE ability may roll it to get clear.
AoE: Persistent AreasOn by defaultaoe_persistent
Areas with AoE Rounds stay for those rounds and hit whoever ends (or starts) a turn inside. Off = every area is instant.

Armor

Armor (AR / AV)armor
Equipped AR and AV item stats protect against direct hits; abilities can Pierce, Rend or deal True damage. Off = no armor.
Carry Weight Limitequip_weight_limit
Equipping is refused past the max carry weight, or if it would drop movement below 1m.
AR: Might Bonusar_might_bonus
Medium armor (ARMT 2) and heavy armor (ARMT 3) give extra AR for Might (MIG), by the AR: Might settings. Off = the AR stat alone.

Class Skills

Ragequirk_rage
Quirk rage: Raging for some rounds - more damage per melee hit, lower Defense; Blood Frenzy and Unstoppable work while it lasts.
Bulwark Stancequirk_bulwark
Quirk bulwark: allies next to the user get more Defense until the end of the user's next turn.
Last Standquirk_last_stand
Quirk last_stand: the user can't be Downed for some rounds.
Trapsquirk_trap
Quirk trap: an area that lands hidden and hits nobody, then springs on the first enemy who moves into or through it - they stop there and it hits them. Needs Area of Effect.
Aimed Shotquirk_aimed_shot
Quirk aimed_shot: the user's next ranged weapon attack this turn is more likely to hit and Pierces.
Kill Shotquirk_kill_shot
Quirk kill_shot: as Aimed Shot, and every hit of that attack is critical.
Smokequirk_smoke
Quirk smoke: an area that blocks sight for its rounds - no ranged attacks or spells into, out of or across it, and no spotting a sneaker through it.
Mirror Imagequirk_mirror_image
Quirk mirror_image: more Defense until the user is next hit.
Vanishquirk_vanish
Quirk vanish: the user starts sneaking even in sight of enemies and can't be spotted until the end of their next turn. Needs Stealth.
Poisoned Bladequirk_poison_blade
Quirk poison_blade: the user's next melee weapon hit Poisons the target.
Shadowstepquirk_shadowstep
Quirk shadowstep: a free move this turn, without Opportunity Strikes.
Death Markquirk_death_mark
Quirk death_mark: the target takes double Sneak Attack dice from the user for the fight.
Rallyquirk_rally
Quirk rally: ends Frightened on whoever it lands on.
Anthemquirk_anthem
Quirk anthem: a song or dance that ends by itself after a few rounds. Needs Songs and Dances.
Area: Enemies Onlyquirk_area_enemies
Quirk area_enemies: an area that catches only its user's enemies.
Harmonyharmony
Someone under a song and a dance at once also gets more Defense and Ward. Needs Songs and Dances.
Drainquirk_drain
Quirk drain: the user heals part of the damage it deals.
Raise Thrallquirk_raise_thrall
Quirk raise_thrall: a Downed NPC (never a player) stands up on the user's side, theirs to control, for the rest of the fight.
Overchargequirk_overcharge
Quirk overcharge: the user's next damaging spell this turn rolls once more.
Chainquirk_chain
Quirk chain: after it resolves, its "(arc)" ability strikes a few more enemies near the target, at no cost.
Blinkquirk_blink
Quirk blink: a free move this turn, without Opportunity Strikes.
Smitequirk_smite
Quirk smite: readies a Smite for the user's next melee hit this turn - radiant damage past DR, its mana paid when it lands.
Avatar of Faithquirk_avatar
Quirk avatar: for a few rounds every melee hit of the user smites, free.
Consecratequirk_consecrate
Quirk consecrate: an area that heals the user's allies instead of hitting them.
Guardian Auraguardian_aura
Allies near someone whose class gives GUARD get that much Ward.
Revivequirk_revive
Quirk revive: a Downed ally stands up (once a fight per target); quirk miracle: every Downed ally nearby does.
Sanctifyquirk_sanctify
Quirk sanctify: the target is Sanctified for a few rounds (Shield of Faith).

Climbing

Climbing, Cling & Fallingclimbing_falls
After a climb you say where you stopped; on a wall you Cling each turn (1 AP) or fall, and the HUD measures the fall for damage. Off = climbing moves work as before.
Water Halves FallsOn by defaultfall_water_halves
A fall that lands in water counts as half its height.

Consumables

Consumablesconsumables
Using an item in combat costs AP, has a range, and only ends your turn when you run out. Scrolls cast their ability without its Mana cost. Off = use an item, end your turn.
Consumables Per Fight CapOn by defaultconsumable_use_cap
Each character can use at most the capped number of consumables in one fight.
Heart AttackOn by defaultheart_attack
Too many injections in one fight deal true damage and halve all healing received afterwards.
Consumable Weight (CWT)consumable_weight
The per-fight cap counts each consumable's CWT (at least 1), raised by equipped gear, and deployables count too. Needs the per-fight cap on. Off = each consumable counts 1.
Item Effects: Oils, Poisons, Burn Balmitem_effects
Weapon oils (next hits Burn, Slow or +1 damage), poisons (next hit Poisons) and burn balm (less fire damage for a while), from the item's stats; fight only.
Tonic Sicknesstonic_sickness
The third healing draught in a fight hurts, and halves healing for the rest of it (heart_attack_* settings).
Ammunitionammunition
Weapons listed in item_ammo use their ammunition up, one per attack roll (arrows, bolts, powder and shot); no shot or reload without it.
Consumables: Level to Useconsumable_requirements
An item's requirements (level to use, a stat) are checked when it's used, as when gear is equipped (needs item_stat_requirements).

Cover

Cover Ratingcover_rating
Attacks roll against the target's Cover Rating (Exposed, Stand-Off, In Cover, High Ground, Sprinting, Engaged in Melee) instead of a defence roll. Off = the opposed attack vs defence roll.
Cover Prompt After MovingOn by defaultcover_prompt_after_move
After each move, ask the mover whether they are Exposed, in Stand-Off, In Cover or on High Ground. Off = cover only changes with @party cover.
Flanking PromptOn by defaultflanking_prompt
When attacking someone In Cover or on High Ground, ask the attacker whether they are past the target's flanking line; yes ignores that cover. Off = declared cover always applies.
Agreed Flankingflanking_consent
Cover Rating: when an attacker says a covered target isn't in cover from them (they're flanking), the target has to agree. If they disagree, the attacker attacks anyway (the cover stands) or calls the attack off, at no cost.
Hit On Equal CROn by defaultcr_hit_on_tie
An attack roll equal to the target's Cover Rating hits. Off = it must beat the Cover Rating.

Criticals

Critical Damagecrit_bonus_damage
If any roll of an attack crits, its damage is Critical: Damage % higher and (Critical: Ignores AR) skips AR. Off = crits do what the ability says.
Fumbles Cost Energyfumble_ap_penalty
A crit fail costs Fumble: Energy Lost at the start of the attacker's next turn, and (Fumble: Ends Attack) the action's other rolls aren't made. Off = just a miss.

Defense

Ties Hit (Defence Roll)defence_hit_on_tie
An attack roll equal to the defence roll hits (meet or beat). Off = the attack has to beat it. Cover Rating has its own switch.
Defense Modifiersdefence_modifiers
Without Cover Rating: Flanked, Outnumbered, Prone, Unaware, high ground, shield wall, In Cover, DEFM / DEFR and Marked change the defence roll (Defense settings). Off = the defence formula alone.

Drones

Dronesdrones
Equipped drone items join the fight as their own combatant with a token, commanded by allies on their turns (@drone control). Off = drone items are ordinary items.
Drones Use Operator Skillsdrone_operator_skills
A drone or turret rolls with the skills of whoever is commanding it this turn. Off = it rolls with its own skills.

Emplacements

Emplacementsemplacements
Barricades, deployable cover and turrets: @deploy places one as its own combatant with HP; @party cover behind <name> uses it (8-15 hits the emplacement instead); turrets are commanded like drones. Off = ordinary items.

Escaping

Escaping Combatescape_rules
@party flee: rounds gone, distance from the nearest enemy, no recent damage, and out of every enemy's sight - or the other side agrees. Off = not used, and leaving the party works as before.
Escaping: No Leaving Mid-FightOn by defaultescape_leave_gate
Leaving the party once a fight has started is refused - escape with @party flee instead.
Escaping: Ask To Be Let GoOn by defaultescape_consent
@party flee ask - if every enemy agrees, you escape at once, whatever the other conditions.

Experience

PvE Fight XPpve_fight_xp
Players get XP at the end of a fight against NPCs: so much per NPC enemy downed, more for downing them all, up to a daily cap. PvP and sparring give none.

Grapple

Grapplegrapple
Characters can @party grapple someone in reach, hold them each turn, and be escaped from. Off = no grappling.
Attacks On A Grapple Can Hit The PartnerOn by defaultgrapple_hit_redirect
An outsider attacking a grappler or Held rolls against bands: a miss, a hit on the partner instead, or a hit. Off = attacks work normally.
Held Can Only Target GrapplerOn by defaultgrapple_held_target_lock
While held, a character's attacks can only target whoever is grappling them.
Position MarkersOn by defaultgrapple_markers
Rez a marker where a grappled character should stand, and for @party whereami. Off = announced in chat only.
Grapple Weapon WeightOn by defaultgrapple_weapon_weight
Heavier weapons take a penalty against a grappled pair, and grappling/held characters are limited in what they can use.
Ask To Keep Holdgrapple_hold_prompt
At the start of the grappler's turn, ask whether to pay to keep hold or let go. Off = the hold is paid automatically.

Items

Item Copies Countitem_copy_stats
An equipped copy's own quality-point and enchantment stat bonuses count; a Worn copy (low durability) loses the quality ones, a Broken one gives nothing at all.
Item Wearitem_wear
Copies with durability wear: each equipped one a day the character is online, the weapon used and armor and shield worn each fight, armor more for a bad wound.
Item Repairsitem_repair
Repairs (HUD Inventory, or a town repairer's talk choice) restore durability and cost some max durability, by who repairs; at max 0 the copy crumbles.
Crafting Rollcraft_quality_roll
A craft is 3d6 + skill, tool, station, care and a rare component against the recipe's DC; the margin sets the quality, durability and quality points.
Enchantingcraft_enchanting
At an enchanting table an enchanter sets a rune into a copy with a free slot: 3d6 + skill, station and care against the rune's DC; the rune is used up either way.
Work Hourswork_hours
Accounts have Work Hours (refilling over time, shared by their characters), spent on crafting, care, gathering and repairs; a craft takes an hour of real time per Work Hour.
Node Depletionnode_depletion
Each gathering node gives an account (all its characters together) a few attempts a day, then is worked out for them until midnight.
Spoilageitem_spoilage
Items with stat SPOIL (potions, meals, powder - non-stacking) keep for a time by quality, are Spoiled at half strength for a week, then rot away; quality changes their strength.
Profession Skill Gainprofession_skill_gain
Successful crafts give profession XP by the Work Hours they took and how close the recipe is to the crafter's tier; skill points cost more each rank; sub-professions stop at 50.
Signature Itemssignature_items
A master-made Masterwork can become a Signature piece: up to three contributions from other professions, a staff-approved name, at most two worn; reforging restores a worn-down max.
Heirloomsheirloom_items
A Signature item with all its contributions and a legendary component (stat LEGEND) becomes an Heirloom: bound to its owner, half the max lost on repairs, one property staff design.
Salvageitem_salvage
Break a copy of gear down for a quarter of its recipe's materials (at least one of the main one), and essence for each enchantment.
Disenchantingitem_disenchanting
An enchanter at an enchanting table destroys an enchanted copy for essence of its tier: one per enchantment, two at high skill (needs Enchanting).
Profession Rulesprofession_rules
One main profession (changed with a letter of indenture), a sub-profession picked at level 10 that stops at 50, and gathering skills that stop at 50 unless the main profession raises them.
NPC Buyback Capnpc_buyback_cap
NPC vendors pay each account at most a weekly amount for goods its characters sell them; past it they stop buying until Monday.
Gathering Rollgathering_roll
Gathering nodes with terms take their skill and a tool, and a 3d6 roll plus skill decides the yield and rare finds; each placed node gives a few harvests, then rests.
Auction Houseauction_house
Players list items for 1, 3 or 7 days with a starting bid and optional buyout; the server holds the item and the bids until it closes, with a listing fee and a sale fee.
Crafting-order Boardcraft_orders
Players post commissions for crafted items with a payment the server holds until a crafter delivers; a posting fee and a cut of the payment.
Player Stallsplayer_stalls
Staff make a placed vendor a character's or faction's stall: weekly rent, the owner's own items and prices held by the server, a fee on each sale.
Station Fuelstation_fuel
Master stations not on power burn fuel from the crafter, a set amount a craft.

Looting

Lootinglooting
Winners of a fight may @loot each downed foe once: a d100 roll decides what they may take. Off = no looting.
Discarddiscard
@party discard throws away equipped gear mid-fight so it can't be looted - recovered, stolen or lost on a d100. Off = no discarding.

Magic

Spell Armor Limitsspell_armor_limits
A spell with the Hindered by Armor quirk costs Medium armor: AP more in medium armor and can't be cast in heavy (by ARMT).
Self-Heal Halvedspell_self_heal_half
A spell's healing on its own caster is cut to Self-heal: percent (50).
Concentrationspell_concentration
One lasting buff or debuff per caster: a new spell's lasting effects end their earlier spell effects, and all end when the caster goes Down.
Quirk: Meditatequirk_meditate
An ability with the Meditate quirk gives its user back Meditate: mana plus their casting attribute (CA) / Meditate: CA divisor mana.
Spell Channelingspell_channeling
Spells take turns to channel by rank and free hands; released on a later turn (Release: AP), held, lost by doing anything else, or aborted for the mana back (@party abort).
Spell Glowspell_glow
Starting, holding or releasing a spell (or a Willpower ability) breaks Sneaking, and nobody channeling or holding can start sneaking. VEIL casts unseen.
Counterspellcounterspell
Enemy casters with a Counterspell, a reaction left, the spell's mana and its rank are asked before a spell goes off or starts channeling; Yes = it fizzles.
Quirk: Dispelquirk_dispel
An ability with the Dispel quirk ends one lasting spell effect of its rank or lower on each target (an enemy's buff, an ally's Hex).
Rune Weaponsrune_weapons
Items with RUNE (a school): once a fight, armed, the next spell of that school comes sooner or gets a roll more and counts a rank higher against Counterspell.
Songs & Dancessongs_dances
Song / dance abilities start an aura: allies within Song: radius get its stat buffs (one song and one dance each), for Song: upkeep mana a turn.
Area Spells Roll Onceaoe_spell_one_roll
An area spell rolls once and meets each target's Ward, instead of hitting everyone in the area automatically.

Movement

Tactical Movementtactical_movement
Move costs Action Points: a range ring shows how far you can go, and terrain, stance, weight and sprinting apply. Off = the older Energy-based move.
Move Previewmove_preview
Tactical movement: after walking, Move first shows the distance, the Energy it costs and how far everyone else is from the new spot; pressing Move again (or ending your turn) takes it.
Banded Move Ringmove_ring_bands
Tactical movement: the move ring shows a coloured band for each AP (1, 2, 3) and the Sprint bonus, so you can see what a distance costs. Needs the 5-prim Radius Range Template. Off = one ring for the whole move.
Forced Movementforced_movement
Abilities with a Forced movement (Bash, Impulse Cannon, Repulsor...) push or pull: the saved position moves, a marker shows the new spot, and they end up Exposed. Off = no one is moved.
Move From The Fight Mapmap_move
An NPC's controller picks where it moves on the website's fight map; its prop walks there and the move counts as if it were dragged. Needs NPC Titler 1.9 in the prop. Off = NPCs move only by dragging the prop and pressing Move.

Passives

Equipment Passivesitem_passives
Item passives (By The Sword, Steady, Restrain...) work while the item is equipped. Off = they're description text only.
Passive: By The SwordOn by defaultpassive_by_the_sword
A turn with no Attack Action gives extra DR until their next turn. Only with Equipment Passives on.
Passive: SteadyOn by defaultpassive_steady
Prone or crouched, its attacks treat a high Cover Rating as 13. Only with Equipment Passives on.
Passive: HeadshotOn by defaultpassive_headshot
A charged 3 AP attack whose attacks all hit does extra damage and Staggers. Only with Equipment Passives on.
Passive: Field TraumaOn by defaultpassive_field_trauma
Healing the wielder does is increased. Only with Equipment Passives on.
Passive: Tools of the TradeOn by defaultpassive_tools_of_trade
Instant healing the wielder does is increased. Only with Equipment Passives on.
Passive: Nanoswarm HiveOn by defaultpassive_nanoswarm_hive
Everyone near the wielder heals a little at the start of their turn. Only with Equipment Passives on.
Passive: RestrainOn by defaultpassive_restrain
A hit caps the target's movement and stops Sprinting until they pay AP to get free. Only with Equipment Passives on.
Passive: SaviorOn by defaultpassive_savior
A faller may stop the fall for free. Only with Equipment Passives on.
Passive: APSOn by defaultpassive_aps
A drone taking a big hit marks whoever hit it. Only with Equipment Passives on.
Passive: Unnerving BurstOn by defaultpassive_unnerving_burst
Attacking someone in cover puts them at a penalty on their next turn. Only with Equipment Passives on.
Passive: Chaff-ZoneOn by defaultpassive_chaff_zone
Hostile drones near the wielder are at a penalty to attack. Only with Equipment Passives on.
Passive: Snap-ShotOn by defaultpassive_snap_shot
The item's attack rolls may be shared out between targets near each other. Only with Equipment Passives on.
Passive: CleaveOn by defaultpassive_cleave
An Attack Action also rolls 1 attack, for half damage, on each other enemy close by. Only with Equipment Passives on.

Quirks

Weapon Quirksweapon_quirks
Weapon quirks (Recoil, Scoped, Tracking, Nimble, Spread, Charge...) and the Aim and Brace actions change attacks. Off = quirks are description text only.
Quirk: RecoilOn by defaultquirk_recoil
Attack rolls at a penalty. Only with Weapon Quirks on.
Quirk: CumbersomeOn by defaultquirk_cumbersome
Attack rolls at a bigger penalty. Only with Weapon Quirks on.
Quirk: ScopedOn by defaultquirk_scoped
Aim gives more; outside optimal range costs more. Only with Weapon Quirks on.
Quirk: TrackingOn by defaultquirk_tracking
A sprinting target's Cover Rating from sprinting doesn't count. Only with Weapon Quirks on.
Quirk: CQCOn by defaultquirk_cqc
Ignores Engaged in Melee on someone who melee-attacked you this round. Only with Weapon Quirks on.
Quirk: DefensiveOn by defaultquirk_defensive
A hit puts the target's attacks at a penalty until the attacker's next turn. Only with Weapon Quirks on.
Quirk: ConcealableOn by defaultquirk_concealable
A Sneak Attack that misses doesn't reveal the sneaker. Only with Weapon Quirks on.
Quirk: NimbleOn by defaultquirk_nimble
After a Nimble action, once a turn, a free move of part of your MOV. Only with Weapon Quirks on.
Quirk: SpreadOn by defaultquirk_spread
Outside optimal range everyone near the target is attacked too, at part damage. Only with Weapon Quirks on.
Quirk: ChargeOn by defaultquirk_charge
Chargeable items take a Charge action that (Charged) abilities need and use up. Only with Weapon Quirks on.
Action: AimOn by defaultaim_action
Spend AP for a bonus on every roll of your next offensive action this turn. Only with Weapon Quirks on.
Action: BraceOn by defaultbrace_action
Declared before acting: your next ranged attack gets a bonus and ends your turn. Only with Weapon Quirks on.
Quirk: Charged Damagequirk_charged_damage
While its item is charged, an attack rolls its "Damage when charged" formula instead, and uses the charge up. Only with Weapon Quirks on.
Quirk: EMPquirk_emp
An EMP area leaves a field: Charges inside are lost and can't be made, Machine gear is at a penalty, Auto-Hit has to roll. Only with Weapon Quirks on.
Quirk: Crushquirk_crush
Every point of a Crush weapon's damage counts twice against AV. Only with Weapon Quirks on.
Quirk: Keenquirk_keen
A Keen weapon adds Keen: Bonus per hit once the target's AV is gone, or against no armor. Only with Weapon Quirks on.
Quirk: Penetratingquirk_penetrating
A Penetrating weapon skips AR and counts twice against AV (firearms). Only with Weapon Quirks on.
Charge in Scattercharge_in_scatter
@party charge (reloading) works in the Scatter Phase - it isn't an attack. Only with Weapon Quirks and Charge on. Off = blocked there like an attack.
Quirk: Loudquirk_loud
Firing a Loud weapon gives a sneaking shooter away at once. Only with Weapon Quirks on.
Quirk: Uses per Targetquirk_target_cap
An ability with the Uses per Target quirk lands on the same target at most Uses per Target times a fight. Only with Weapon Quirks on.
Quirk: Needs a Weaponquirk_weapon_type
Abilities with a Needs... quirk (melee weapon, ranged weapon, shield, two weapons) can't be used without that gear equipped. Only with Weapon Quirks on.
Quirk: Knockdownquirk_knockdown
A hit with a Knockdown ability knocks the target Prone.
Quirk: Misfirequirk_misfire
A thrown item with quirk misfire lands at the thrower's feet on a natural 3-4.
Quirk: Hookquirk_hook
A hit Hooks the target: no shield bonus until its next turn, or dragged 1 m closer if it has no shield.
Quirk: Ignores Shieldsquirk_ignores_shield
The target's shield bonus doesn't count against this attack (needs defence_modifiers).
Quirk: Two-Handed Bonusquirk_two_handed
+1 damage a hit when nothing else is in the wielder's hands.
Quirk: Cleavequirk_cleave
A strike that downs its target makes one roll against the nearest other enemy in reach.
Quirk: Brace against a Chargequirk_brace_charge
An enemy moving into the reach of a spear or polearm from outside it lets the holder strike first: one roll, a reaction (brace_charge_ap).
Quirk: Thrownquirk_thrown
A thrown attack leaves the weapon where it landed: its attacks wait until Pick Up near it (thrown_pickup_m) or the next fight.
Quirk: Conequirk_cone
Aimed at a target, the attack also rolls at everyone else in a cone that way out to its reach, allies too (cone_degrees).

Reactions

Reactions During Surprise Roundreactions_in_surprise_round
Allows reaction prompts (e.g. Block) during a Surprise Round. Off by default: the doc says only the ambusher acts in Round 0.
Parry Reactionsquirk_parry
A reaction with the Parry quirk adds Parry: Defense (plus PRY) to its user's Defense against the melee attack it answers. Only with Weapon Quirks on.
Dodge Reactionsquirk_dodge
A reaction with the Dodge quirk adds Dodge: Defense against the ranged attack it answers, in armor of ARMT Dodge: Max Armor or less. Only with Weapon Quirks on.
Reactions Paid Next Turnreactions_from_next_turn
A reaction costs nothing when taken: its AP comes off the start of the reactor's next turn, so a reaction can be taken with no AP left.
Opportunity Strikesopportunity_strikes
Moving out of an engaged enemy's reach lets them take one roll of a melee strike as their reaction. @party disengage on your turn (Disengage: AP) leaves melee without provoking one.
Arcane Shieldquirk_arcane_shield
Reaction (quirk arcane_shield): + Defense or Ward against one attack, spells too. Its mana is paid when taken.
Overwatchoverwatch
An enemy who moves within reach of a ranged weapon of someone with Overwatch (OVERW) is offered to them as a reaction shot (one roll).
Divine Wardquirk_divine_ward
Reaction (quirk divine_ward) for an ally within its range: + Ward against one spell.

Rolls

Saving Throwssaving_throws
An ability with a save stat makes the target roll its save (the defence formula) against the caster's DC (the attack formula). Meeting the DC saves; half damage on a save where the ability says so.
Advantage From Effectsadvantage_from_effects
Rolls get advantage or disadvantage from the ADV, DIS, ADVA, DISA, ADVS and DISS stats (buffs, perks, items) and from Advantage / Disadvantage effects.
Advantage From Conditionsadvantage_from_conditions
D&D 5e conditions: Prone, Stunned, Restrained, Blinded, Poisoned and Frightened give advantage or disadvantage on attacks and saves.

Round Structure

No Downing in Round 1On by defaultround_one_no_death
Damage that would reduce HP to 0 or below during the Surprise Round or the first standard round instead leaves the character at 1 HP.
Team-Alternating Turn OrderOn by defaultteam_alternating_turn_order
Turn order alternates between teams (highest roll first, then the opposing team's highest, and so on) instead of one flat highest-roll-first queue across both teams.
Scatter: No AttacksOn by defaultscatter_no_attacks
The Scatter Phase is preparation only: attacks, damaging abilities and grapples are refused until Round 1. Only matters when the Scatter Phase is switched on.
Surprise Initiator: Natural 22surprise_natural_22
Whoever starts a Surprise doesn't roll initiative: they count as the Surprise Initiative setting (22) and win ties.
Surprise Initiator Skips Round 1surprise_skip_round_one
Whoever started a Surprise has their Round 1 turn passed once - they acted in the Surprise Round.
Scatter: Reverse Orderscatter_reverse_order
The Scatter Phase runs from the bottom of the turn order up, so the highest roll goes last.
Go Lastgo_last
Anyone may give up their place and go last (@party golast), chosen before Round 1. From Round 1 they act after everyone else, highest roll last.
Scatter: Anticipationscatter_anticipation
In the Scatter Phase, after a move, one free move per fight of some metres per Survival rank.
One Attack Action Per Turnattack_action_limit
At most "Attack Actions Per Turn" (1) Attack Actions a turn - abilities whose Action Type is Attack (or, with none set, that hit or damage someone else). Reactions don't count.
Desperado Traitdesperado_trait
The Desperado trait (Desperado: Trait Class Id) may make more Attack Actions a turn, all with light gear and no area, within an AP cap. Only with One Attack Action Per Turn on.
Round 1: Damage Capround_one_half_hp_cap
In round 0 and 1 one attack action takes at most Round 1: Cap % of the target's max HP (after DR and armor). Off = no cap.
Staff-Run Fights Onlystaff_fights_only
Only staff who can run fights (superadmin, admin or hud_npc_menu) start a fight or invite players and NPCs into one. Players accept invites and fight as usual.
One Bonus Action Per Turnbonus_action_limit
Abilities whose action type is Bonus can be used once a turn.

Rows

Front and Back Rowscombat_rows
Fighters stand in a front or back row. Back-row melee deals less; melee reaches the back row only once the front row is down; areas hit one row; changing row ends the turn (free before Round 1).

Scene Transitions

Scene Transitionsscene_transitions
Area TPs in a fight: @party areatp <colour> costs AP, saves where you land and lets you Sprint; Yellow/Green are refused; the Tram groups riders by a 1d7 roll. Off = not used.

Sparring

Sparring Matchessparring
The party leader can mark a fight as a sparring match before it starts (@party spar or the HUD's Sparring button): nobody in it is wounded. Off = no sparring option.
Sparring: No LootingOn by defaultsparring_no_loot
In a sparring match the winners get no loot rights.
Sparring: HP Back AfterwardsOn by defaultsparring_restore_hp
After a sparring match (or on leaving one early) everyone's HP goes back to what it was when the fight started.

Stats

Training From Leveltraining_by_level
Training (stat TRN) comes from level: Training Base, +1 every Training Every Levels levels after the first, up to Training Max. Rule sets that use Training add it to attacks, Defense and Ward. Off = no TRN from level.

Statuses

Weapon Statusesweapon_statuses
Abilities and storytellers put stacking statuses on people in a fight (Bleeding, Burning, Maimed, Marked, Dazzled, Staggered, Vulnerable). Off = no statuses.
Status: BleedingOn by defaultstatus_bleeding
Damage per stack at the end of your turn, ignoring armor and DR. Only with Weapon Statuses on.
Status: BurningOn by defaultstatus_burning
Damage per stack at the end of your turn, ignoring armor and DR. Only with Weapon Statuses on.
Status: MaimedOn by defaultstatus_maim
MOV is lowered. Only with Weapon Statuses on.
Status: MarkedOn by defaultstatus_marked
Cover Rating is lowered (more at the most stacks). Only with Weapon Statuses on.
Status: DazzledOn by defaultstatus_dazzled
Every skill and MOV is lowered (not AR or DR). Only with Weapon Statuses on.
Status: StaggeredOn by defaultstatus_staggered
No sprinting, and no putting 3 AP into one attack. Only with Weapon Statuses on.
Status: VulnerableOn by defaultstatus_vulnerable
Extra damage from each attack action until the end of the attacker's next turn. Only with Weapon Statuses on.
Statuses: Bleed OutOn by defaultstatus_bleed_out
When the fight ends for someone, Bleeding and Burning still to come that would take them to 0 HP leaves them downed.
Dazzled: Attack Rollsstatus_dazzled_attack
Dazzled also takes Dazzled: Penalty off attack rolls, for games whose attacks don't use skills. Only with Weapon Statuses and Dazzled on. Off = skills and MOV only.
Status: Slowedstatus_slowed
MOV is lowered and no sprinting. Only with Weapon Statuses on.
Status: Challengedstatus_challenged
The holder's attacks on anyone but their challenger are lower. Only with Weapon Statuses on.
Status: Rootedstatus_rooted
The holder can't move. Only with Weapon Statuses on.
Status: Poisonedstatus_poisoned
Damage at the end of each of the holder's turns, and healing on them is cut. Only with Weapon Statuses on.
Status: Feintedstatus_feinted
The holder counts as Unaware (lower Defense, Sneak Attack opens) to the allies of whoever feinted them. Only with Weapon Statuses on.
Status: Disarmedstatus_disarmed
No attacks from held weapons until the holder picks it up (quirk pickup). Only with Weapon Statuses on.
Status: Silencedstatus_silenced
The holder can't cast spells. Only with Weapon Statuses on.
Status: Frightenedstatus_frightened
The holder can't move toward whoever frightened them and is lower to attack them. Only with Weapon Statuses on.
Status: Hexedstatus_hexed
Lower Ward and damage at the end of each of the holder's turns; a Dispel ends it. Only with Weapon Statuses on.
Buffs Count Down Once a Turnbuff_single_tick
A buff or debuff loses one turn when its holder's turn starts, not two. Ability durations then mean what they say: change any set to make up for the old double count first.
Flat and Ability-Output DoTs Workdot_mode_names
Damage and heal over time effects set to "Flat Value" or "Ability Output" deal their amount each turn and run out, like "Formula" ones. Before, they did nothing and never ran out.

Stealth

Stealthstealth
Characters can @party sneak: harder to hit, a Sneak Attack bonus, and revealed by sprinting, attacking or being spotted. Off = no stealth.
Sneak AttackOn by defaultsneak_attack
The first attack made while sneaking adds STE dice of bonus damage to its first target.
Ask Sneaker About Line Of SightOn by defaultstealth_los_prompt
When an enemy is inside a sneaker's detection range at the end of a turn, the sneaker says whether they can be seen. Off = being in range always reveals them.
Hidden In Cover Can't Be AttackedOn by defaultstealth_untargetable_in_cover
A character who is sneaking and In Cover can't be targeted. Needs Cover Rating on.
No Status Effects While SneakingOn by defaultstealth_no_status_effects
Attacks made while sneaking don't apply their status effects to others.
Half Movement At STE 0On by defaultstealth_zero_skill_half_move
A character with no Stealth skill moves at half speed while sneaking.
Sneak Attack (Once a Fight)sneak_attack_once
Once a fight, the first hit on a target that is Unaware of the attacker or Flanked by them deals SNKD x d(die) more. Only characters with SNKD.
Sneak Attack (5e)sneak_attack_5e
Once a round, a finesse or ranged weapon attack with advantage, or on a target an ally is fighting, adds the SA stat in d6.

Traits

Combat Traitscombat_traits
Classes with Trait rules set (Scout, Runner...) change combat. Off = traits are roleplay text only.
Trait: Interstellar MarineOn by defaulttrait_interstellar_marine
Smaller range penalties (more with Scoped); Basic ranged attacks reach further. Only with Combat Traits on.
Trait: ScoutOn by defaulttrait_scout
Sprinting gives a higher Cover Rating and more metres; spots sneakers further away; once a fight, a dodge out of an area. Only with Combat Traits on.
Trait: ResourcefulOn by defaulttrait_resourceful
The Throwing Weapon rolls with their best Combat skill, with a bonus to hit and damage. Only with Combat Traits on.
Trait: GymnastOn by defaulttrait_gymnast
A free stance change and a free Escape each turn; no metres-per-AP cap climbing or swimming. Only with Combat Traits on.
Trait: RunnerOn by defaulttrait_runner
An Attack Action and a move in one turn, carrying light gear, count as Sprinting. Only with Combat Traits on.
Trait: Combat RiggerOn by defaulttrait_combat_rigger
A commanded drone's attack is a Utility Action - it doesn't use their Attack Action. Only with Combat Traits on.
Trait: MedicOn by defaulttrait_medic
Medical consumables heal more and reach further; one more Utility slot for MED gear. Only with Combat Traits on.
Trait: WelderOn by defaulttrait_welder
Emplacement consumables weigh less, are tougher, cost less AP to deploy, and are only lost when destroyed. Only with Combat Traits on.
Trait: SpiderOn by defaulttrait_spider
Operates drones from further away; their own drones move further; a free move with their own drone each turn. Only with Combat Traits on.
Trait: BrawlerOn by defaulttrait_brawler
Stronger, longer, Defensive Fists; other gear is Cumbersome; Parry-Strike against melee hits. Only with Combat Traits on.

Weapons

Multi-Target Attacksmulti_target
Abilities set to hit every opponent (or everyone) in range attack all of them, with no target picked. Off = they need a picked target.
Range Bandsattack_range_bands
Abilities with ranges: a target outside the weapon's range can't be attacked; outside its optimal range is -3 to hit (Range: Sub-Optimal Penalty). Uses the saved fight positions.
Gear Skill Requirementsitem_skill_requirements
Gear with a skill requirement can only be equipped with at least that base skill rank (before wounds and item bonuses).
Slot Rulesequip_slot_rules
Slot limits from Item Slot Limits, gear that fits any one of its slots (Primary or Secondary), and no duplicate items equipped.
Gear Stat Requirementsitem_stat_requirements
Gear needs every stat it lists, met by training plus equipped gear (wounds and timed effects don't count); gear can't come off if other equipped gear would stop meeting its needs. Off = not checked.
Slot Rules: Same Item Twiceequip_slot_duplicates
With slot rules, the same item can be worn more than once when each copy has a free slot (two rings, a sword in each hand).
Unequip on Class Changerequirements_unequip
After a class change, equipped gear whose requirements are no longer met comes off (armor and shield proficiency). Only with Gear Stat Requirements on.
Extra Attacks and Crit Range from Statsstat_attack_extras
A weapon attack rolls to hit EXA more times, and crits on CRT more of the top rolls (CRT 1: 19-20 on a d20). Spells are not weapon attacks.

World

Pickpocketingpickpocketing
A HUD action outside fights: 3d6 + Agility against 10 + the target's Spirit takes a few coins, once per target a day; a failure warns the target.
Lawful Zoneslawful_zones
A hostile spell cast in a lawful zone files a report, alerts the City Watch groups and marks the caster Wanted on their titler; staff draw the zones and keep the offense list.
Pickpocketing: Take From the TargetOn by defaultpickpocket_from_purse
On: a success takes the coins out of the target's purse. Off: the target loses nothing and the thief's coins come from the game.
Community Projectscommunity_projects
Server-wide donation projects with milestone perks: the HUD's Community page, and the perks for this game system's characters.

Wounds

Wounds v2wounds_v2
Wound tiers with max-HP and skill penalties, natural healing/worsening, stabilize and treatment (@wound). Off = the original timer-only wound.
Wounds Heal/Worsen Over TimeOn by defaultwound_natural_timers
Untreated wounds change on their own after each tier's natural hours. Off = only treatment clears a wound.
StabilizeOn by defaultwound_stabilize
@wound stabilize <name> pushes back a stabilizable wound's worsening once, by the stabilizer's MED skill.
Treatment Costs CoinsOn by defaultwound_treatment_costs
Treatment charges the patient the recovery table's cost. Off = treatment is free.
Downed Means Criticalwound_downed_critical
Anyone downed (0 HP) at any point in a fight gets the 0 HP wound tier when the fight ends for them, even if healed back up. Off = the wound comes from their HP at the end.
Song of Restsong_of_rest
Out of a fight, a Bard's Song of Rest halves the wound recovery time of everyone near them, once a day.